CGameTeams::OnCharacterDeath()
if(GetTeamState(Team) != TEAMSTATE_OPEN)
NETMSGTYPE_SV_KILLMSG
→ one tee was killedNETMSGTYPE_SV_KILLTEAM
→ a whole team was killedNETMSG_SV_KILLTEAM
messageNETMSG_SV_KILLMSG
NETMSG_SV_KILLMSG
m_aKillmsgs[m_KillmsgCurrent] = Kill;
for both messages in killmessage.cpp?NETMSG_SV_KILLTEAM
per team member,I thinkNETMSG_SV_KILLTEAM
per team member,I think void CCharacter::Die(int Killer, int Weapon, bool Single)
has a new bool (Single) for if it's only going to be one tee dying
By default it's true, but if it's false the killmessage packet doesn't even send (edited)git push
throughSingle
to KillMsg
and then that's it? Idk what i'm supposed to be moving where @fokkonaut\\?\C:\path\to\con
0ce70f8
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8e2869e
add tooltips - Marmare314
0cbc725
fix formatting and include array - Marmare314
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a27dbb1
Merge #6435 - bors[bot]int function() { g(); }
just returns "the last thing that was in the rax register"int *p = nullptr; *p = 0;
always crashesSingle
to KillMsg
and then that's it? Idk what i'm supposed to be moving where @fokkonaut KillMessage
parameter that functions differently from the current oneSingle
doesn't really capture what it doesMsgPlus.m_Size = Teams()->TeamSize(Team());
Single
doesn't really capture what it does bool TeamKill = Team() != 0 && Teams()->GetTeamState(Team()) == CGameTeams::TEAMSTATE_STARTED;
if(TeamKill)
{
// Send your team kill message here
}
else
{
// send the kill message
CNetMsg_Sv_KillMsg Msg;
Msg.m_Killer = Killer;
Msg.m_Victim = m_pPlayer->GetCID();
Msg.m_Weapon = Weapon;
Msg.m_ModeSpecial = ModeSpecial;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1);
}
- key: readability-identifier-naming.HungarianNotation.PrimitiveType.int
value: null
value:
value: none
value: None
I guess it should also be possible using the normal options, but this would be nicer. (edited)bool TeamKill = Team() != 0 && Teams()->GetTeamState(Team()) == CGameTeams::TEAMSTATE_STARTED;
if(TeamKill)
{
// Send your team kill message here
}
else
{
// send the kill message
CNetMsg_Sv_KillMsg Msg;
Msg.m_Killer = Killer;
Msg.m_Victim = m_pPlayer->GetCID();
Msg.m_Weapon = Weapon;
Msg.m_ModeSpecial = ModeSpecial;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1);
}
Single
parameter?Teams()->OnCharacterDeath(GetPlayer()->GetCID(), Weapon);
}
- key: readability-identifier-naming.HungarianNotation.PrimitiveType.int
value: null
value:
value: none
value: None
I guess it should also be possible using the normal options, but this would be nicer. (edited)value: ""
value: ""
value: ''
which is supposed to work for the normal prefix options""
or ''
?int function() { g(); }
just returns "the last thing that was in the rax register" rax
register-pedantic -Wall -Wextra -Werror
gives you way less error already int *p = nullptr; *p = 0;
always crashes cat
(edited)$ echo 'int *p = nullptr; *p = 0;' | cat
int *p = nullptr; *p = 0;
int *p = nullptr; *p = 0;
always crashes on amd64""
or ''
?